Questões de Concurso Público Prefeitura de Ipojuca - PE 2023 para Professor (a) E. F. II - Inglês
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TEXT 5
Source: Darrin Bell, Candorville, March 13th, 2021. Available on: htips://candorville.com/2021/03/13/the-evolution-oflanguage/
Examine the following statements about the comic strip 'Candorville':
I. The author of the comic strip uses both characters to demonstrate different views of language, consequently criticizing people who still use grammatically correct forms instead of updated language.
Il. The character in sunglasses exemplifies the evolution of informal language, for example, in internet lingo or ebonies, correct and valid forms with different social functions.
Choose the CORRECT answer:
TEXTO 6
ESSENTIAL GAME ELEMENTS
At its heart, gamification is about taking elements from games and applying them to non-game settings (Deterding, 2011). While many look at modern video games as a key inspiration for gamification, central elements such as points and levels come out of tabletop roleplaying games. While no one has yet succeeded in coming up with an undisputed definition for "game," most would agree that to be considered a game, it must include at least the following aspects:
1. Interactivity: If there is no way for the player to affect change on the system; if there is nothing for the player to actually do, then it ceases to be a game.
2. Rules: A mechanism to constrain the behavior of players in pre-specified ways.
3. Goal(s): One or more objectives that players pursue while interacting with the game.
4. Quantifiable measure of progress (or success): This can be as simple as a binary acknowledgement of completion, or as complex as a set of cricket scores.
5. Definite ending: While some applications commonly referred to as games do not have clear endings (The Sims, for example), most games have a clear endpoint. By this measure of game, it could easily be argued that a formal educational course meets these criteria.
Source: Gamification in the Classroom: Old Wine in New Badges, by Katrin Becker and Scott Nicholson. In: Learning, Education and Games Volume Two: Bringing Games into Educational Contexis. ETC Press, 2006. Available on: hitps://www.researchgate.net/publication/308402198 Gam ification in the Classroom Old Wine in New Badges
Analise as seguintes afirmativas sobre o texto "Essential Game Elements”:
I. Gamification é uma metodologia ativa na qual professores usam jogos modernos em sala de aula para instigar a aprendizagem participativa.
Il. Uma sala de aula em um curso de educação formal que não utiliza gamification possui elementos de games, como os apontados no texto.
llI. Uma sala de aula de língua inglesa pode se beneficiar de gamification na maioria dos elementos, exceto o "final definido” (elemento 5), pois a língua(gem) está mudando constantemente e aprender inglês é uma descoberta constante.
Marque a alternativa CORRETA:
TEXTO 6
ESSENTIAL GAME ELEMENTS
At its heart, gamification is about taking elements from games and applying them to non-game settings (Deterding, 2011). While many look at modern video games as a key inspiration for gamification, central elements such as points and levels come out of tabletop roleplaying games. While no one has yet succeeded in coming up with an undisputed definition for "game," most would agree that to be considered a game, it must include at least the following aspects:
1. Interactivity: If there is no way for the player to affect change on the system; if there is nothing for the player to actually do, then it ceases to be a game.
2. Rules: A mechanism to constrain the behavior of players in pre-specified ways.
3. Goal(s): One or more objectives that players pursue while interacting with the game.
4. Quantifiable measure of progress (or success): This can be as simple as a binary acknowledgement of completion, or as complex as a set of cricket scores.
5. Definite ending: While some applications commonly referred to as games do not have clear endings (The Sims, for example), most games have a clear endpoint. By this measure of game, it could easily be argued that a formal educational course meets these criteria.
Source: Gamification in the Classroom: Old Wine in New Badges, by Katrin Becker and Scott Nicholson. In: Learning, Education and Games Volume Two: Bringing Games into Educational Contexis. ETC Press, 2006. Available on: hitps://www.researchgate.net/publication/308402198 Gam ification in the Classroom Old Wine in New Badges
Analise as seguintes afirmativas sobre o texto “Essential Game Elements”:
I. É possível inferir do texto que o autor acredita que a maioria das pessoas que estão tentando definir o que é um jogo concordam que jogos contém pelo menos um aspecto dos indicados no texto.
II. É possível dizer que para facilitar a leitura do texto, todos os aspectos de jogos listados no texto deveriam conter substantivos, tornando a lista uma estrutura paralela.
Marque a alternativa CORRETA:
TEXTO 6
ESSENTIAL GAME ELEMENTS
At its heart, gamification is about taking elements from games and applying them to non-game settings (Deterding, 2011). While many look at modern video games as a key inspiration for gamification, central elements such as points and levels come out of tabletop roleplaying games. While no one has yet succeeded in coming up with an undisputed definition for "game," most would agree that to be considered a game, it must include at least the following aspects:
1. Interactivity: If there is no way for the player to affect change on the system; if there is nothing for the player to actually do, then it ceases to be a game.
2. Rules: A mechanism to constrain the behavior of players in pre-specified ways.
3. Goal(s): One or more objectives that players pursue while interacting with the game.
4. Quantifiable measure of progress (or success): This can be as simple as a binary acknowledgement of completion, or as complex as a set of cricket scores.
5. Definite ending: While some applications commonly referred to as games do not have clear endings (The Sims, for example), most games have a clear endpoint. By this measure of game, it could easily be argued that a formal educational course meets these criteria.
Source: Gamification in the Classroom: Old Wine in New Badges, by Katrin Becker and Scott Nicholson. In: Learning, Education and Games Volume Two: Bringing Games into Educational Contexis. ETC Press, 2006. Available on: hitps://www.researchgate.net/publication/308402198 Gam ification in the Classroom Old Wine in New Badges
Considerando-se as estratégias de leitura em língua inglesa, analise as afirmativas a seguir:
I. É um exemplo de uma pergunta que utiliza a estratégia de skimming: "What is the main idea of the text?”
Il. É um exemplo de pergunta que utiliza a estratégia de scanning: "What time did the man go home in the story you've just read?”
Ill. São exemplos de cognatos e falsos cognatos, respectivamente: parents and cigar.
Marque a alternativa CORRETA:
TEXTO 6
ESSENTIAL GAME ELEMENTS
At its heart, gamification is about taking elements from games and applying them to non-game settings (Deterding, 2011). While many look at modern video games as a key inspiration for gamification, central elements such as points and levels come out of tabletop roleplaying games. While no one has yet succeeded in coming up with an undisputed definition for "game," most would agree that to be considered a game, it must include at least the following aspects:
1. Interactivity: If there is no way for the player to affect change on the system; if there is nothing for the player to actually do, then it ceases to be a game.
2. Rules: A mechanism to constrain the behavior of players in pre-specified ways.
3. Goal(s): One or more objectives that players pursue while interacting with the game.
4. Quantifiable measure of progress (or success): This can be as simple as a binary acknowledgement of completion, or as complex as a set of cricket scores.
5. Definite ending: While some applications commonly referred to as games do not have clear endings (The Sims, for example), most games have a clear endpoint. By this measure of game, it could easily be argued that a formal educational course meets these criteria.
Source: Gamification in the Classroom: Old Wine in New Badges, by Katrin Becker and Scott Nicholson. In: Learning, Education and Games Volume Two: Bringing Games into Educational Contexis. ETC Press, 2006. Available on: hitps://www.researchgate.net/publication/308402198 Gam ification in the Classroom Old Wine in New Badges
Analise as seguintes afirmativas:
I. A frase "We aint ready yet" apresenta uma variante informal da negativa no inglês.
II. A frase "I learned a lot” apresenta uma variação linguística no tempo passado simples.
III. A frase "My favorite color is red" apresenta uma variação linguistica regional do inglês.
Marque a alternativa CORRETA: